package level import ( "errors" "fmt" "git.kirsle.net/go/render" ) // Palettes are limited to uint8 in length, to aid image compression. const PaletteSizeLimit = 256 // DefaultPalette returns a sensible default palette. func DefaultPalette() *Palette { return &Palette{ Swatches: []*Swatch{ &Swatch{ Name: "solid", Color: render.Black, Solid: true, }, &Swatch{ Name: "decoration", Color: render.Grey, }, &Swatch{ Name: "fire", Color: render.Red, Fire: true, }, &Swatch{ Name: "water", Color: render.RGBA(0, 0, 255, 180), Water: true, }, }, } } // NewBlueprintPalette returns the blueprint theme's color palette. // DEPRECATED in favor of DefaultPalettes. func NewBlueprintPalette() *Palette { return &Palette{ Swatches: []*Swatch{ &Swatch{ Name: "solid", Color: render.RGBA(254, 254, 254, 255), Solid: true, }, &Swatch{ Name: "decoration", Color: render.Grey, }, &Swatch{ Name: "fire", Color: render.RGBA(255, 80, 0, 255), Fire: true, }, &Swatch{ Name: "water", Color: render.RGBA(0, 153, 255, 255), Water: true, }, &Swatch{ Name: "electric", Color: render.RGBA(255, 255, 0, 255), Solid: true, }, }, } } // NewPalette initializes a blank palette. func NewPalette() *Palette { return &Palette{ Swatches: []*Swatch{}, byName: map[string]int{}, } } // Palette holds an index of colors used in a drawing. type Palette struct { Swatches []*Swatch `json:"swatches"` // Private runtime values ActiveSwatch *Swatch `json:"-"` // name of the actively selected color byName map[string]int // Cache map of swatches by name } // Inflate the palette swatch caches. Always call this method after you have // initialized the palette (i.e. loaded it from JSON); this will update the // "color by name" cache and assign the index numbers to each swatch. func (p *Palette) Inflate() { p.update() } // FlushCaches if you have modified the swatches, especially if you have // changed the name of an existing color. This invalidates the "by name" // cache and rebuilds it from scratch. func (p *Palette) FlushCaches() { p.byName = nil p.update() } // NewSwatch adds a new swatch to the palette. func (p *Palette) NewSwatch() (*Swatch, error) { p.update() var ( index = len(p.Swatches) name = fmt.Sprintf("color %d", len(p.Swatches)) ) if index > PaletteSizeLimit { return nil, errors.New("only 256 colors are supported in a palette") } p.Swatches = append(p.Swatches, &Swatch{ Name: name, Color: render.Magenta, index: index, }) p.byName[name] = index return p.Swatches[index], nil } // AddSwatch adds a new swatch to the palette. func (p *Palette) AddSwatch(swatch *Swatch) error { p.update() var index = len(p.Swatches) if len(p.Swatches) > PaletteSizeLimit { return errors.New("only 256 colors are supported in a palette") } p.Swatches = append(p.Swatches, swatch) p.byName[swatch.Name] = index return nil } // Get a swatch by name. func (p *Palette) Get(name string) (result *Swatch, exists bool) { p.update() if index, ok := p.byName[name]; ok && index < len(p.Swatches) { result = p.Swatches[index] exists = true } return } // update the internal caches and such. func (p *Palette) update() { // Initialize the name cache if nil or if the size disagrees with the // length of the swatches available. if p.byName == nil || len(p.byName) != len(p.Swatches) { // Initialize the name cache. p.byName = map[string]int{} for i, swatch := range p.Swatches { swatch.index = i p.byName[swatch.Name] = i } } } // ReplacePalette installs a new palette into your level. // Your existing level colors, by index, are replaced by the incoming // palette. If the new palette is smaller, extraneous indices are // left alone. func (l *Level) ReplacePalette(pal *Palette) { for i, swatch := range pal.Swatches { if i >= len(l.Palette.Swatches) { l.Palette.Swatches = append(l.Palette.Swatches, swatch) continue } // Ugly code, but can't just replace the swatch // wholesale -- the inflated level data means existing // pixels already have refs to their Swatch and they // will keep those refs until you fully save and exit // out of the editor. l.Palette.Swatches[i].Name = swatch.Name l.Palette.Swatches[i].Color = swatch.Color l.Palette.Swatches[i].Pattern = swatch.Pattern l.Palette.Swatches[i].Solid = swatch.Solid l.Palette.Swatches[i].Fire = swatch.Fire l.Palette.Swatches[i].Water = swatch.Water } }